bin.pol.social

AliasAKA, do games w Is Civilization 7 not fun?

Did you read the reviews? Most are absolutely thrashing the UI which is critical for a game like this. Probably best to steer clear for now. You could try a previous civ game though, or endless legend maybe?

PlzGivHugs, do games w Is Civilization 7 not fun?

Looks like the general consensus is that its not terrible, but is unfinished and not at all worth the price.

If you’re looking to get into Civ, I’d probably recommend either five for a more complete, and polished game, or six for a weirder and more experimental game.

Yorick, do games w Is Civilization 7 not fun?

If you’re not really into the civilization series, I would always wait when the game has a huge sale.

I started with Civ5 during a 10$ sale with all expansions, 200 Hours. As a treat I bought Civ6 on launch, which while slightly barebone (all civ games are on launch) was really fun, and after buying the expansions and a couple DLC I got 500h on it so clearly a good investment.

I would put Civ6 and Civ7 in your wishlist to get notified when there’s a sale, and see if you like it or not after the fact.

The current reviews for 7 are mostly about the UI and the limited selection of civs to choose, also for some reason some players can’t bare the idea of stopping the game at the cold war just before the moon landing.

scrubbles, do games w Is Civilization 7 not fun?
!deleted6348 avatar

I hate questions like this. How would anyone but you know if it’s fun? Fun is completely subjective. Some people didn’t have fun in Veilguard. I had a lot of fun in Veilguard. Was Veilguard A good game? Now that’s a bit different question.

Things can be both not good but also fun. Among Us isn’t going to win game awards for narrative, but it was fun as hell to play.

Only way to tell if it’s fun is to go and play it, and return it if you don’t like it. Stop letting other people tell you if you’re having fun or not. Just, go enjoy things

CarnivorousCouch,

Yep. For what it’s worth. I played about six hours today and had an absolute blast. Definitely some UI weaknesses, but I’ve been focusing more on the big changes to the gameplay loop, and I like them so far.

But I’m just some random online.

scrubbles,
!deleted6348 avatar

Your disclaimer is what I really like tbh. We’re all just random people online with our own opinions, why would anyone take our word for if something is fun?

I’m glad you’re having a good time though!

garretble,
@garretble@lemmy.world avatar

Yeah, I now have six hours in the game between last night and today. I actually finally just stopped after a few hour stretch.

I’m having fun! But I also have seen some bugs. I can get behind waiting if some smaller bugs are annoying, but I’m enjoying the game quite a bit.

I’m pretty happy that it runs alright on my Mac Mini M4. Starts up quick and gets going. It defaults to High settings but I turned the shadows down a bit just to keep things a little smoother.

AGreenPurple, do games w Is Civilization 7 not fun?

If you have never played Civ before it would be a good time to start with Civ 5 or maybe even Civ 3. They are cheap and quite polished.

In my opinion (having played Civ since the first game, yes I’m old), Civ 7 is quite ok in it’s foundations, but it’s clearly released too early and like the other parts before it’s mainly a game about optimizing numbers, not so much about strategy.

Biggest turn off for me is the introduction of “rogue like” mechanics that give you to play certain characters and nations in a certain way to access others. Why would I want to have that crap in a strategy game?

Overspark,

They stole that and some other mechanics from Humankind, a game by the same studio as Endless Legend. It wasn’t received that well in Humankind either, so I’m kinda surprised that they stole it anyway, but I guess line must go up and they didn’t have a lot of inspiration themselves?

AGreenPurple,

I played Humankind as well, but I like the execution in Civ better (despite the bugs and unfinished ui). Butt yes, the idea want original at all.

Overspark,

Good to hear how it compares, I was curious about that but reviewers aren’t talking about it.

Hyphlosion,

What about 4?

Never played it myself, but goddamn is that Baba Yetu song awesome. It’s been on my playlist for many years.

anamethatisnt,

Civ4 is the one I still play. I like my stacks of doom and could never get into the hexagons and no stacking units of later games.

Overspark,

4 is the best “old” civ in that it still has square tiles and doomstacks. Also the modding scene is insane for 4, massive total makeovers that make it a completely different game, far more interesting mods than any other civ game.

nutbutter, do games w Is Civilization 7 not fun?

You should try Unciv. It’s an open source Civilisation game. Yes, you can play online too. Not a very good looking game, but still awesome. Works on Android too.

Ephera, (edited )

Yeah, its game mechanics are very similar to Civ5, which is still considered one of the high points in the Civ series. And it does reproduce them quite well, so I do think that can give you a good impression, if Civ is for you.

Then again, I do own Civ5, but still end up playing Unciv instead, because I’d rather have my laptop not screaming at me while it runs in the background and I do a couple turns every so often…

Lootboblin, do games w Is Civilization 7 not fun?
@Lootboblin@lemmy.world avatar

Humankind is free on EGS.

zipzoopaboop, do games w Is Civilization 7 not fun?

Civ 5 is where it’s at

kingblaaak,

another round, here we go

MyNameIsAtticus,
@MyNameIsAtticus@lemmy.world avatar

Played the mobile version on an old iPhone 3g growing up. Had no clue what i was doing but loved every second of it

rustydrd, do games w Is Civilization 7 not fun?
@rustydrd@sh.itjust.works avatar

Civ games at launch are often a bit of a mixed bag, and the games improve over time with patches and expansions. That being said, the game isn’t even fully out yet, and early Steam reviews are notoriously unreliable and undifferentiated. For your first civ game, maybe look at earlier titles like Civ 5 or 6. They have aged very well, I still play 6 all the time.

hedgehogging_the_bed,

This right here.

I played 6 at launch and it was a huge downgrade from 5 but now it’s been updated so much it’s now unrecognizable from what was released as 6.

Every patch, update, and DLC will change it incrementally back into a similar experience as the others. They like to try to get real wild with the initial release but it tends to get back to the same sort of things eventually.

Stovetop,

I am hoping that is the case, but I do have to say that this one boggles the mind just a little bit to be launching without significant features that the previous games had like hotseat multiplayer and limited era games.

Geobloke,

I want to add on that Sid Meier had a philosophy called the one third rule, where on third of a new game would be kept from the previous, one third would be improved systems and one third would be new. I don’t think he is big into the studio at the moment, but i can see him still being a guiding light.

I don’t play many games, but civ patches will get the game polished and it will be a world better at some point. Until then, you can be the part that is booming the system or wait until the product is in a place that the community loves

theguardian.com/…/civilization-sid-meier-intervie…

Spacehooks, do games w Is Civilization 7 not fun?

Unpopular opinion turn base is boring. Rather pkay something like Stellaris where it turns to turn Base cause My 2012 pc can’t handle the game with 309 mods.

JanoRis, do games w Is Civilization 7 not fun?

i tried it for 2h and refunded it, since i didnt enjoy it like the previous civs. It just didnt click for me and was not worth 100€ imo.

I might check it out again in a year or so on a sale

caut_R,

100€ for a singular videogame sounds so crazy to me

Rogue,

The game itself is cheaper than that. I suspect they chose to pay for a deluxe edition

JanoRis,

yeah you have to, to play it early.

usually dont buy predorder editions but i was feeling a civ game, so i bought it on a whim to try

B0NK3RS, do games w Is Civilization 7 not fun?
@B0NK3RS@lemmy.world avatar

Civilization V

Just start with that one and you won’t regret it.

dan1101, do games w Is Civilization 7 not fun?

As others have said, play Civ 5. Better game with all the bugs worked out, and cheaper.

Ghost33313, do gaming w Goodbye my friend.

It’s always a game you want to get back to or intend to try. But it just never grabs your attention.

MonkderVierte, do gaming w Don't forget to make a 2nd save file just in case.

Waaay too much trouble to compare the time-of-last-save with minimum-time-to-ask-save. 🙄

JackbyDev,

Or even just “Has the menu been closed since it was saved?”

Lifter,

That’s harder to implement. Suddenly you need to store that extra state somewhere and don’t mess it up. The last save should already have a timestamp and is immutable. A lot less likely to get bugs that way.

JustAnotherKay,

Do you not need to store that state to pause the game anyway? How else would you end the menu loop?

Lifter,

The state “the game is paused” is different from " the game is paused and saved". Sure that could be another key in some atate machine but like above: it’s the “not mess it up” part that is harder.

JustAnotherKay,

I feel like I’ve seen a “Time since last save:” line on enough games to find it hard to believe that “paused and saved” is difficult to check for lol

These are variables that already exist in most games, it just needs one more line of code to check them

Lifter,

Plus all the lines to update the state, when the menu is closed, when the game is closed (i.e should it be true or false at startup), when the game is saved obviously.

That’s at least three more lines plus the one you mentioned for no extra value. And again it’s easier to screw it up e.g. while refactoring.

JustAnotherKay,

I think we write our code in different enough ways that we’re not seeing eye to eye.

Tracking the state of the game being paused, when the menu is open and when the game is saved can all be a single match statement on a current “game state” variable which just holds “running/paused/paused and saved/exit” and when it becomes exit, it checks the save time. Only 2 lines of code and adding an enumerated state to the variable to add this functionality. Since the variable is enumerated, it’s really difficult to mess it up when refactoring because if you can’t pass the wrong code or else your game doesn’t save or close

Lifter,

Ok, I mentioned a state machine in another sub thread. It’s not as bad if you already have a state machine.

It’s still adding more complexity though - again when the value is updated. You still need to change the state when saving. You need to decide which state to use when starting the game.

There is still risk of screwing that up when refactoring. And still the value is nearly none.

Regarding state mchines, it’s a complexity in itaelf to add random flags ro the state machine. Next time you want to add another flag you need to double all the states again, e.g. PAUSED, PAUSED_AND_SAVED, PAUSED_AND_MUTED, PAUSED_AND_SAVED_AND_MUTED. I would never add mute to the logic of the menu but that’s the pnly example I could come up with. Maybe you see my point there, at least?

JustAnotherKay,

Complexity being added at updating also feels wrong to me. Let me pseudo code some rust (just the language I know best off the top of my head right now) at you, cause it feels like maybe I’m just not understanding something that’s making this seem easier than it is.


<span style="color:#323232;">Enum Game_State
</span><span style="color:#323232;">    Paused
</span><span style="color:#323232;">    Paused_Saved
</span><span style="color:#323232;">    Running
</span><span style="color:#323232;">    Loading
</span><span style="color:#323232;">    Exit
</span><span style="color:#323232;"> 
</span><span style="font-style:italic;color:#969896;">///Technically you could make Menu() part of the enum but I'd probably leave it elsewhere
</span><span style="color:#323232;">
</span><span style="color:#323232;">Match Game_State
</span><span style="color:#323232;">    Paused </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Menu()
</span><span style="color:#323232;">    Paused_Saved </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Menu()
</span><span style="color:#323232;">    Running </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Main_Loop()
</span><span style="color:#323232;">    Exit </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Exit()
</span>

And then your other functions always return a game_state. You’re right that adding that return would be a huge undertaking if it’s not handled in the initial building of the game, but it’s a QoL for the user that’s easily maintainable and is therefore worth doing IMO. But these two things, defining the possible game states and then always routing decisions through that game state, makes this kind of feature relatively doable

Lifter,

I’m sorry I don’t getting your point . You start off by agreeing that you don’t like the extra complexity that the update statements give. Then do some pseudo code of something entirely different where we all already agree is not an issue.

Then at the end your conclusion is that it is totally feasible. Why? You still didn’t adress the problem of updating the state

JustAnotherKay,

My point was “are state machines really that complicated? Isn’t it just something like this pseudo code and a return value from your functions?”

Basically I feel like this is a 2 step process but you seem like you either know more than I do or have a different philosophy about how this would be implemented, so I want to understand what I’m missing

JackbyDev,

Literally a single boolean lol

Lifter,

It’s the “don’t mess it up” part that is harder.

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